Contagion Clasp

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Contagion Clasp

Artifact

When this enters the battlefield, put a -1/-1 counter on target creature.

, : Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)

NV_1980 on Atraxa, Praetors' Voice

2 weeks ago

I love how creative you've been in terms of the cards you've added. So many that would be rather weak without the proliferate mechanic and almost no player that has recently started playing knows about. +1 for that alone!

Would Contagion Clasp also fit, in the role of providing more proliferation redundancy? I'd say cards like Vorinclex, Monstrous Raider and Doubling Season would be perfect in here, but you probably didn't include these for budget reasons.

wallisface on Scarabs that Actually Eat People

3 months ago

Some thoughts:

  • as has already been said, splashing white so you’re able to use the Dust spell from Grind / Dust would be useful.

  • Cabal Coffers isn’t even remotely playable unless you’re also running Urborg, Tomb of Yawgmoth to make it into a swamp. Otherwise you need 4 lands in play just to break-even on mana (with it being useless before then). By the time this card offers mana benefits, you have enough lands that you don’t really need them.

  • Unearth feels like a weird choice here, as none of your creatures particularly need to be on the battlefield to progress your plan.

  • i’m worried some of these spells - particularly Virulent Wound and Contagion Clasp, are really inefficient even with your payoff-cards in play.

SirHipHopHippo on Ewwww Kros, infect

3 months ago

RedNova700

Hi Nova! Thanks for the comment!

Yes, we all had a budget restriction of $45. You can see the budget version of the deck here. The deck plays really well. In my experience the fogs are imperative for this deck, especially when you get into the 1v1. With Kros you spend all game buffing your opponents creatures and when it gets down to just two players you need to be able to buy time to proliferate the infect counters with something like Contagion Clasp.

As for Paradox Haze I have a very nice hand painted alter of the card, I haven't had a home for it in a while since I took apart another deck so I just have to put it in here. Here's a link to the alternate art if you wanna check it out. There are a lot of cards in the build though that trigger on upkeep Orzhov Advokist, Aven Mimeomancer, Evolutionary Escalation, Sheltering Ancient, Sporogenesis, Crescendo of War, Kumena's Awakening, Phyrexian Swarmlord, and of course the commander Kros, Defense Contractor so I think it will be really strong.

I'm excited to see how Kros can be improved with upcoming sets and more community research.

minisnow on Winter Is Coming

4 months ago

March of Otherworldly Light is probably not great in mono white.

Ghostly Prison doesnt make the pay for walkers, Archon of Absolution Baird, Steward of Argive

I think Inspiring Leader over Sigarda's Summons since it is in the command zone but if people target your commander then its probably the other way around.

Maybe cut:

Ugin, the Ineffable, Elspeth, Undaunted Hero, Contagion Clasp (although proliferate is good its not great for 4 mana in mono white)

Rebuff the Wicked although it sounds great, people pretty much only deal with walkers through combat damage so fog effects are better

Teyo, the Shieldmage although he has good effects he is the weakest walker so idk how many more you need to cut

You are currently at 14 ramp, not sure if that was the plan or not

Definitely Cut:

Unbounded Potential

Martyr for the Cause

Wanderer's Strike this one pains me because of the flavor, but 5 mana AND sorcery speed is too much

Kazierts on Pushing Poison

7 months ago

As someone who loves infect, I have to say your list has waaaaaaaaaay too many creatures and lands. Even slower versions like mine, a Monoblack one, run around 12 creatures + 4 Inkmoth Nexus. Infect is a strong mechanic. So, in order to make it balanced, WOTC made the creatures really bad, which is why it's usually a bad idea to run this many of them. And 28 lands is asking to get mana flooded

Nevertheless, I'll give my suggestions without trying to chance to core ideia of the deck. If playing this was is how you have fun and it works for you and your friends, then I just want to help you make it better without modifying its core.

https://scryfall.com/search?q=%28c%3Ag+or+c%3Ab%29+usd%3D%3C1+legal%3Amodern+%28o%3Adestroy%29&unique=cards&as=grid&order=cmc&dir=asc

If you want me to give you suggestions more aligned with how Infect is normally played, tell me and I'll be happy to help. I just wanted to respect your deckbuilding style as much as possible with these.

Moxas on Zombies

8 months ago

I feel like you could benefit a bit more for card advantage and or control a Liliana, Dreadhorde General Could start up a good engine for card advantage and removal might even end the game if you can throw in proliferate triggers with stuff like Contagion Clasp or trigger aggro on a player while setting yourself up with more zombies with Curse of Disturbance

Corrosive_Cat on Scarecrows

9 months ago

Contagion Clasp would be good, and maybe Sickle Ripper - which you'd think would be a Scarecrow but hey-ho.

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